Maxperson
Morkus from Orkus
Take your pick. Whichever you choose will be a change from the default rules.So it's homebrew or house rule for an Orc to not be evil? Just making sure I understand.
Take your pick. Whichever you choose will be a change from the default rules.So it's homebrew or house rule for an Orc to not be evil? Just making sure I understand.
Some fluff are rules. That would be one of them. It has a mechanical effect, like Oaths do.@Chaosmancer - I just realized the perfect argument that would have made sense to them. That "those who frequently animate the dead are evil" isn't a rule - it's just flavor text.
He is right on that account. But it also depends on the setting. Some setting are not following the normal rule.Take your pick. Whichever you choose will be a change from the default rules.
Setting specific changes are homebrew, even if from official settings.He is right on that account. But it also depends on the setting. Some setting are not following the normal rule.
Again right.... damn I'm not gaining points here...Setting specific changes are homebrew, even if from official settings.
No. I showed that FLUFF was conflicting, and it doesn't actually conflict since nothing in the orc entry says that they always act in those manners. Not the same thing as RAW in most circumstances, including this one.
If the DM changes it, sure. Not by default, though. Default is by the alignment section the stat block.
So you're argument is that simply being evil is a lethal attack on the PCs? That's bupkis. Orcs by default fluff do not always attack, therefore unless they are attacking there is no self-defense argument. If you walk in and hack down non-attack orcs, you are evil.
RAW allows you to homebrew, therefore homebrewing them to be non-evil is a RAW way to make them non-evil. Simple and done.
Some fluff are rules. That would be one of them. It has a mechanical effect, like Oaths do.
Well, if you see it that way...
The solution would be to create a new spell that create non evil undead. Otherwise, the spell would always create evil undead. Then, you have to find a deity that would not be offended by such a blatant attack on the cosmology. Not counting Orcus, lord of the undead that would be quite p***d off by such an attack on his lordship. Not counting the different life deities that would be offended by such an act coming from a non evil person.
On a more serious note. No it would not work this way. An exception to the rule is not something you can reproduce at will. If you can reproduce it at will, it is no longer an exception but a pattern. A pattern is not an exception and thus become a rule on its own.
Edit: Damn the auto corrector...
Town 1, the most powerful person is a tyrannical warlord who enlsaved the town. The Orc kills him, and the people view him as a savior for releasing them from their bonds. To them, he is good, a hero.
Town 2, the most powerful person is a saint, a warrior of light who helps the downtrodden and protects the people. The Orc kills him, and the people view him as a monster who sundered their hope. To them, he is evil, a villain.
Objectively, is he Evil or Good?
Let us say that over a million towns, he only kills three people seen as good people. All the rest were clearly villains. Does that change your answer?
Sure, your fridge is in your kitchen. But, let us say that you don't actually own your home, and the bank takes custody of your property. The Fridge has not moved. Yet, it is now no longer in your kitchen. If something is objectively true in the moment, but objectively false later, without changing the object itself, only time, is it ever objectively true?
Clearly the orc gods are evil, they are encouraging war against the "civilized" race. So, you will ban worship of them, correct? And, you want to redeem them, so you will install churches to the good gods in their place, teaching them the correct religions.
Have to keep an eye on the orcs to make sure they abide by the treaty, and they are your prisoners after all, so you will install overseers to watch them. Maybe move them from their current homes into homes more conveniently located for you to observe them.
What jobs could they have? Most jobs involve tools that could be used as weapons. So, the safest options would be to monitor the tools, make sure they aren't hording items that could be used as weapons. Only the most trusted orcs who agree with your overseers that their people need redeemed would be allowed to gain knowledge such as blacksmithing, which is vital to the community, but could lead to weapons being created.
Their cultural rituals would need to be banned. Most orc rituals involve violence and bloodshed and clearly are no longer acceptable. Maybe you could take a few and change them to better suit the type of rituals that you find acceptable.
I could go on, but I think you can see that while what you are saying sounds good, the reality matches with some of the most evil actions ever taken upon the face of earth. And, you defend it the exact same way. You are good and doing good, the people you are helping are evil and need guidance.
Unless the DM says otherwise means I am talking about RAW.
You are dodging the question. What about warforged makes them alive while Modrons are not alive.
In 3.5 they were contructs, a sub-type called "living constructs" but I would ask the same question then as I am now, what makes them alive?
Wait, so now FLUFF is not RAW?
Why then are skeletons and zombies evil? Because before I kept getting told that is because, by RAW, they are evil spirits bound to murder machines. But that is fluff, so if fluff isn't RAW, are they just evil... because?
The only fluff you can quote is from the half-orc. I gave nearly a page of orcs attacking and desiring bloodshed.
Even if we accept all of it is true, then we are looking at very slim odds. You are much more likely to be encountering hostile forces who will attempt to kill you than anything else.
So RAW non-evil undead
Only if you start talking about Artifacts. Pretty much nothing else in the game cares about good and evil of mortals
See the Osiris argument from before. I provided a LG diety and a LN diety who are specifically listed as giving the death domain to lawful good clerics. The Death Domain has "animate dead" on the domain spell list.
See the Osiris argument from before. I provided a LG diety and a LN diety who are specifically listed as giving the death domain to lawful good clerics. The Death Domain has "animate dead" on the domain spell list.
Also, there is no need to alter Animate Dead, because the words "good" or "evil" never appear within that spell. It is the statblock of the monster alone which makes the spell evil, because that is the first time evil appears within the context of the spell.
I included link on that, but it was easy to miss.It's my understanding they do respond to stimuli. Nothing complex, but enough to the signal digestion of a cell wall or injection. I'm certainly open to being educated on the subject.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.